[Play Intergalactic Rumble] Game Description: Inspired by my favorite game “Death vs Monstars”. I just added more levels, more weapons, more upgrades, more special attacks and achievements. Join Lirpa as he takes his revenge on enemies who ravaged his planet. Take them down one planet after another. Let them feel your wrath!

Intergalactic Rumble is game based off of, the developer’s favorite game, Death vs Monstars, which premiered about one and a half years ago on several websites. Obviously the game acts very much like Death vs Monstars and does include its “unique control system” which I absolutely cannot get a grip of no matter what I do and I know this probably affects other people as well. Actually, the control system is one of the main difficulty factors in my mind, which halted my progress in the game for the longest time; the control system displayed in Intergalactic Rumble, is definitely one of the toughest to grasp in its genre, but at the same time, it makes the game seem more frantic, more action-packed and overall more exciting, since you’re constantly maneuvering and evading enemy attacks with the unique control scheme in place. The enemies reminded me of Death vs Monstars (probably because this game could pass as Death vs Monstars 2) and made you focus entirely on the game because of their quick movement and bullets. Another thing worth discussing is the Intergalactic Crystals, they disappeared so quickly on the map and the amount of enemies didn’t help either and collecting a bountiful supply of crystals was definitely a challenge, but I would have liked to see the time extended a bit, seeing more than half of your collection of crystals disappear on the map feel more of a failure on your part, for not collecting them, then seeming more of a challenge. Overall the difficulty was fair and challenged the user, but the control scheme is too unique and makes it hard for an user to just jump into the game and enjoy it without first mastering the controls.

Intergalactic Rumble in my opinion was far too much like Death vs Monstars. Usually I don’t have a problem with games that copy another, but only if they add something new to the game, make it unique and add a spin to it, but considering I literally thought the game was by the same developer as Death vs Monstars then there is a problem. For all I know the developer of Intergalactic Rumble could have ripped the FLA (though the conversion of a SWF) from Death vs Monstars and then added a couple new features. Now, I’m not suggestion that the developer actually did that, but it could be interpreted as that, whereas the developer of Intergalactic Rumble only added a couple new features. Here’s the “too long didn’t read version,” the developer should have added more to make it original and maybe add a spin to it, instead of the “I’ve played this before” feeling.

Intergalactic Rumble

A great feature of Intergalactic Rumble was the graphics. They strongly reminded me of Death vs Monstars, (who would have guessed, I know!) which also showed some talent in the art department, with its cute and cartoony, comic-like art that truly brought the game to life portrayed with strong, bold colors and design. All of the designs were equally beautiful and created a neat environment for the game.

I especially liked the background music, it was dramatic and made the game feel even more frantic, but overall worked extremely well with the game. One of the best things about the sound, or should I say, background music was the transition between the map (where you fight the enemies) and the upgrade menu. I love it when you have one music here and another there to compliment the type of environment you are currently hosted in. The sound effects were superb and worked well with the background music, which is rare. Sound effects always add another dimension of realism and the sound effects in Intergalactic Rumble delivered.

The difficulty ramp was pretty fair, as in early levels it taught you the basic (although I would have liked to have seen a short tutorial of some sort to get you accustomed to the game it’s unique control system.) and then more advanced level progressed you in your skill and matched you up against more and more difficulty enemies that further challenged you. I think that part of the difficulty ramp may as well be the controls, they’re so unique and non-universal that it’s going to take you a couple of stages to actually master them.

Intergalactic Rumble definitely had a ton of replay value if you were interested in the game. Such examples would be the awards that you can earn in-game. The awards menu displayed twenty awards, most of which could be earned in survival mode for doing various task, example would be surviving a set amount of time, killing a certain number of enemies or more and defeating bosses. There was also survival mode, which was interesting and fun (gosh, I earned at least five medal my first run through survival mode!)! There was also a leader board for survival mode. Overall, there was a ton of replay value, that should interest you if you liked the game.

In conclusion, Intergalactic Rumble was an epic game, and all Death vs Monstars fans should rejoice as one of their favorite games it remade, but with a couple new features that will definitely interest them. The difficulty was perfect, each level challenging the player and providing an unique experience in each level. The difficulty ramp worked perfectly, but I would have minded a short tutorial for the people that have not experienced the Death vs Monstars control scheme, which is pretty non-universal/ general and could confuse users early on in the game. The graphics were beautiful and I loved the cartoony style displayed. The background music was amazing, which complimented the game itself, defined with its fast-paced gameplay. Sound effects were also wonderful! The replay value was tremendous simply because there was so much to do and earn even after completing the game, such as the several achievements earn-able through survival mode or the leader boards. Overall, Intergalactic Rumble was an awesome game and if you get the chance to play it, please do, especially if you’re a Death vs Monstars fan! [Play Intergalactic Rumble]

Game Description: Track the Ball is a sliding puzzle game featuring 28 levels with multiple achievements to collect and a level editor where you can create mazes of of own and share them with other players from around the world. | In this addictive puzzler, you goal is to slide your way to the end of each mind-boggling puzzle.

[Play Gravity Duck] Game Description: Your God has sent you on a mission to find him some golden eggs. Your only tool is the ability to flip gravity. Use gravity wells to further alter the direction of gravity. Challenge yourself to 40 levels. | In this exciting new platform, puzzler, your goal is to complete each level, with the help of your only ability, gravity! Bring all forty golden eggs back to your God and be rewarded with riches! Gravity Duck is completely controlled with the arrow and “x” keys.

Gravity Duck relied completely on the spike walls (that punch into the gravel every couple of seconds) to make the game difficult and honestly, that worked very well, considering I ended up being stuck on every level 30-40 for thirty minute increments (most likely exaggerated) just because my timing on those were off. any level that didn’t includes those, I breezed through, but any level that did took a ton of concentration and made the game have an unnecessary difficulty factor, that without would have improved the game, in my mind, drastically. The window on how long the spike walls stayed up was insane, it had to be less than a second, that included your reaction time and the time it took you to cross underneath the structure, there just wasn’t enough time and I would have liked to see those walls be toned down a bit, simplified and set the timer to at least two seconds. Besides that problem, the difficulty was pretty good throughout the game, but eventually the developer started relying on these spike walls to make the game more difficult, until the only thing that stopped you from achieving your golden egg in each level was those spike walls.

The idea of making the game completely based on changing the gravity, to help you manuever around a level was a terrific idea and concept that I haven’t seen before, it was genius, but even more genius was the character, he’s so cute and I believe that’s why so many people have fallen in love with the game already, the duck was a terrific idea! The only small flaw that I saw was that there was no way to jump (yeah, yeah, yeah, I know that would make the game too easy, I’m just putting ideas out there) and that confused me at times, simply because almost every single platformer I’ve ever seen has a key to jump and when you transfer over to a game that you can’t jump it’s hard to get that through your head and accept the fact that no matter what you do, you can’t jump and your just going to have to rely on gravity to move you from place to place. That was a pretty interesting concept in the game, is the ability to not be able to jump, because you have to think outside the box and develop strategies on how you are going to move throughout the level in a fashion that only requires the changing of gravity.

Gravity Duck

The art was amazing, as you may know, I’m a sucker for the pixel graphics, I just love the simple retro, easy-going look that they provoke. It’s probably just some nostalgia-like feeling. One of the main reasons why I liked the pixel graphics displayed in Gravity Duck is the intricate designs and backgrounds (okay that may be two!) that is possess. All the sprites are equally beautiful.

Another great future of Gravity Duck was the sound, it kind of goes along with the graphics, simple a beautiful. The background music provided an energetic theme and went hand-in-hand with the quick-paced theme of the game, whereas everything is always moving, it’s a lively scene. The sound effects worked well with the background music and weren’t too loud, nor too quite, but just in-between, which in turn made the game musically appealing. Overall, the background music and the sound effects were perfect!

The difficulty ramp remained is a progressive state throughout the game, proceeding with more and more difficult levels as time progresses. As I earlier stated I would have liked the difficulty ramp not to be based off of the spike walls, but over time I did notice that the level progressively used more and more gravity wells and required more problem solving, but the spike walls did seem to be my main problem throughout the entire game. Either way, the difficulty ramp did allow users to ease into the concept and understand all of Gravity Duck’s idea so that they aren’t confused in future events.

The weakest point of Gravity Duck was indisputable the replay value, there was absolutely no incentive to even continue the game itself, without the hopes that you’ll become rich when you return the golden eggs to your God. SPOILER: Don’t read this if you haven’t completed the game yet! I thought the ending was pretty funny myself, though it wasn’t as funny, because people were talking about it in the comments and then when I finally achieved the reward, I knew that I would have probably laughed a lot harder if I didn’t know that all of my hard work was going to waste for a top-hat, but still a Duck with a top-hat on, what you be better, am I right? END SPOILER There wasn’t any in-game achievements, I would have liked to see a couple, but atlas there wasn’t, but the game was fun enough to to be let alone, without those features.

Overall, Gravity Duck was a truly epic game, it doesn’t get much better than a duck as the main character, that’s for sure. If you’re a fan of the platform, puzzlers genre then you’re in for a treat when you play Gravity Duck! The difficulty was perfect, though the developer, in my opinion, over-used the spike walls that crash down at you, there was such as small time frame to fit in, in the time it took for the spike wall to go up and then smash back down, that it became more of luck then actual skill. The difficulty ramp worked perfectly, allowing the user to learn the concept, controls and everything about the game first, before being challenged to some of the tougher level, (to be exact, levels 1-9 seemed to be more tutorials levels than anything.) later on in the game, which included more new features to further challenge you. The art was terrific, I love pixel art and this game was truly pulchritudinous. The background music was amazing and had an energetic feel to it that got you in the mood for this fast-paced game; sound effects were also well established. The replay value was a weak point of Gravity Duck, but the game was long enough to make that seem as not such a big problem, considering you could be able to complete the game in around an thirty to forty-five minutes if you were to do a speed-run (though I assume that there has to be people out there that could complete it in less than fifteen minutes if they really practiced the game.). All in all, Gravity Duck was an amazing platform puzzler and if you have the time be sure to check it out! [Play Gravity Duck]

[Play Notebook Wars] Game Description: Check out this new game purely drawn in a notebook!! You will have 8 fully upgradable weapons, 5 planes to buy and 3 slots for each plane to place weapons, 15 large levels, more than 30 enemies and 4 final bosses, 15 hidden badges in-game! and a lot of fun for hours of destructive gameplay! | Take control of your powerful aircraft in this beautifully notebook-drawn (yes notebook-drawn!) game in attempts to complete all fifteen exciting level. Along the way, upgrade your aircraft and blow your enemies to shreds!

The difficulty was good, the whole concept reminded me of one of my favorites games, called Frantic. Over my course of my experience in Notebook War, I noticed several difficulty flaws, for one the firing of your bullets based on the mouse click seemed to be delayed to an extent. It could just be me, but sometimes the bullets didn’t fire at all. This is probably due to some glitch in the system, considering (and what you may be thing, is the problem) the game doesn’t lag at all for me. Like I said, I don’t know if this is a universal problem, but nevertheless your can enter “auto-fire” mode which seems to be lag free for me, so there’s the quick solution, but I would like to see that original problem fixed, instead of the users having to cover it up with the “auto-fire” option. The difficulty (ignoring the actual problem detailed above) was well designed, but on occasion the bullets would cloud the entire screen, making it practically impossible to avoid bullets. The overall enemy concept strongly reminded me of the Frantic series, whereas the enemies formed designs and bullet patterns. Overall, the difficulty was great, but there were a few flaws.

The concept itself was unique to the genre, it’s just another shoot em’ up and I would have liked to see a little originality, something that I haven’t seen before, but atlas the game did not deliver that, but instead provided a unique feel to the game itself, but nothing that alter the gameplay from other shooters, (such as the classic, Frantic and others) while provided a unique art, that itself is new to the genre. Most shooters that I notice focus on these insane graphics, which are extremely visually appealing, but Notebook War, flipped that idea and provided an almost opposite attraction, which was noticeable in its notebook-type art.

Notebook Wars

The art, which I previously explained was amazing. The fact that it was all drawn in a notebook was a tremendous feat in my book. I really liked the notebook idea, which is one of the reason why I just had to check out the game “Notebook Wars” and the game did not let me down and provided simple, yet genius art that stunned me!

The music was epic, it made me feel as though I was in some legendary quest in some N64 game (please don’t take that the wrong way!). I don’t know how to describe it, it was truly ear-pleasing and musically appealing. The sound effects didn’t seem to go harmonious with the game, in other words, the sound effects seemed to, too loudly roar over the game, causing the epic music to be ruined in itself. I would have liked the sound effects to be turned down a notch and then let the background music take center-stage.

The difficulty ramp worked out perfectly, but there was no real urgency for the upgrades, considering you could take this game and incorporate the idea of dodging everything in your way, instead of actually obliterating all of the enemies, whereas you would not need to worry about health, nor damage, considering the facts that dodging the enemy fleet would ignore the consequences of those two issues which users would face if they were to focus on earning money and upgrades. Of course you can only do that for so long until you run into level, that require brute strength (bronze) over brains. Either way, the difficulty worked perfectly, although there has always been a couple of small flaws in every shoot em’ up, regardless of how the developer alter the concept, with it still remaining in its basic idea or form.

The achievement system worked great in Notebook Wars, but I hate it, absolutely hate it when they do not leave description on how to get the achievements, it feel more like I’m shooting for a needle in a hay-stack then actually achieving something. That actually stops me from wanting to earn the achievement, becomes I have no clue on how to actually earn them. Another function of Notebook Wars, that will be sure to bring back anyone who liked the game was the Kongregate API that was established, whereas users could share their high-scores on a variety of function in the game, from earning the best aircraft to your accuracy in each level, to name a few.

All in all, Notebook Wars was an absolutely, tremendously, amazing game, that included a unique art style that I hadn’t seen displayed in a shoot em’ up, let alone thousand of games before. The difficulty played its part perfectly and along with the difficulty ramp they worked in unison together, created a perfect mix of difficulty and progression in the difficulty that allowed each user to progress through the game easily throughout even as the game became more complex and difficult. The concept wasn’t new, nor unique, but the fantastic art made the entire game stand out from the crowd. The sound was genius and had a merry and energizing tone to it; sound effects could have been toned down a bit. The replay value was perfect, with such things as twelve mysterious in-game achievements and the Kongregate API. Overall, Notebook Wars was an amazing game and if you have a couple of minutes to spare, you’d be smart to be playing Notebook Wars. [Play Notebook Wars]

[Play Wake Up the Box 2] Game Description: The boxes are back, and once again sleeping! Find ways to wake them up by placing objects on the playfield. | Challenge yourself to over 30 unique puzzles in this addictive puzzler, in which your goal is to wake up the sleepy boxes!

[Play Spacecraft] Game Description: In the far future, Earth is destroyed by decades of war for resources. The survivors build huge motherships and depart for a journey to the stars, yet the Human learn that they are not alone as they encounter the dreadful, bionic Xeyed and the mysterious Awlon. Build 21 different ships, each with its own special abilities, from 3 unique races and use 15 different mothership specials in this challenging 3D rendered real-time strategy game! Unlock bonus levels and special achievements, and choose from over 100 upgrades throughout the game to upgrade your ships!

Okay, who likes Warlords: Call to Arms, raise you hand. Need you memory jogged? Remember the game where you could select slots for your heroes to appear and then they would continue down that slot until and enemy stood, opposing them in that specific slot, whereas they would fight. Your goal was to get enough heroes to one side, therefore, claiming their land as your own. Spacecraft is a mix between Warlords: Call to Arms and a small influence by Age of War, or Epic War, either way it made an epic game (although maybe the concept was entirely new!).

The difficulty factor for Spacecraft was amazing, it constantly made you focus on buying upgrades, without them each level will become more and more tough. A smart strategy early in the game is a smart idea, develop your strategy early in the game and alter it if necessary. The most annoying part of the game, (although it did influence my decision on how to play the game, which is a positive influence) were the missiles that came from the enemy motherships, the best thing to do is creep as close as you dare to it with your scouts and have a mass supply of long ranged weaponry in a safe distance to eliminate the missiles (whereas they would have no effect on either group) but because of your limited supply of money early on in the game, this strategy is rendered useless in planets such as Earth or Jupiter. Overall difficulty was consistent and made you focus on supplying your space-force with upgrades to their ships.

Spacecraft

The graphics were a really beautiful part of this game, especially with their 3D models of the ships displayed in the upgrade screens. The art itself, displayed in the game was also tremendously exhilarating and conducted the feel as though you were some sort of simulation or perhaps in the game itself, viewing the situation, it’s a mix of perspectives. I loved the backgrounds in the game, there was actually several of them and all of them were equally beautiful! Overall, the graphics were amazing and deserve recognition.

The sound was epic! I loved the background music, which created this extremely dramatic screen, I loved it! The music went perfectly, hand-in-hand with the screen as it portrayed and made everything seem as up-most importance! The sound effects and music were perfectly blended together, making this one of the most musically appealing games that I can recall. Sound effects were in place for everything that needed to be and add a realistic value to the game. All in all, the sound were excellent, I could listen to the music all day!

The difficulty ramp is always seen with the difficulty itself, in this case the difficulty ramp was perfectly executed and allowed users to be acquainted with the game and then progress. One of the best parts of the game and solely the best part of the difficulty ramp was the in-game tutorials, you wouldn’t believe how many games don’t include tutorials and then what do you have? I’ll tell you what you have, half-a-million clueless players that eventually quit the game because they don’t understand how the game work, but atlas, this game didn’t do that, but instead filled in that empty hole and provided bountiful facts on how the game runs, not to mention the in-game, super-easy level that eases you into the game. The game then proceeds on more and more difficult levels in ascending order, that challenged the player throughout their experience.

There was a strong replay factor for Spacecraft, mainly noticeable in the in-game “Achievements” section, which included 12, unique achievements. The thing that I really like about these achievements were that all of them were different, it wasn’t “kill 50 enemies” and then the next one was “kill 200 enemies” no, all of them were unique and made you explore different section of the game, whether it was bonus levels or surviving a certain length of time. Besides the in-game achievement, there was also the Kongregate API, which users have some friendly and fun, competition in order to reach the top spot of several statistics. Any way, that you look at it, it’s a win-win for anyone that looks forward to spending a little extra time with this game, in terms of exploring and expanding their knowledge of the game.

All in all, Spacecraft was an excellent game, that almost mimicked the style of Warlords: Call to Arms, anyone that liked the game will definitely love Spacecraft (unless you want to complain that it’s too much like Warlords: Call to Arms!). The difficulty was perfect and allowed you to focus very much on strategy and upgrades. The difficulty ramp was executed perfect also, the tutorial level really eased you into the game whereas you felt comfortable enough to proceed without set instructions. The graphics were really visually appealing and the 3D models were a nice touch to the game! The sound was excellent and made this drama feel to the game, which worked perfectly with the overall idea. The replay value was tremendous, which included not only twelve in-game achievement, but also sported the Kongregate API! Overall, if you liked Warlords: Call to Arms, then your in for a special treat with Spacecraft! [Play Spacecraft]

[Play Madness Premeditation] Game Description: Plan Hank’s moves carefully in space AND TIME! This is an action PUZZLE game – each level will take a few tries, especially the bosses! | In this unique puzzler your goal is to premeditate your movement, in the first phrase of the puzzler and then decide on how you are going to go about taking care of the “baddies”! Madness: Premeditation is completely controlled with the arrow (or WASD) and mouse button and is user-friendly.

When this game quote said “each level will take a few tries, especially the bosses!” I didn’t take that too seriously at first “ha-ha, I completed the first couple of level, mwhahaha” but later, I soon learned that you have to take this seriously, not because the levels are difficult, but because they are unpredictable. You see an odd switch on the ground, automatically you assume that it is an explosive device or something of that sort, so you decide to jump over it, you hit “Action” and what does it turn out to be? A giant flamethrower, with a dead “madness” character next to it. That’s a classic example of bad level design, or probably just bad instructions that made it way too unclear to understand how the items in Madness Premeditated work. Another example of bad level design is the enemy movement, I guarantee you that you will never, never, never complete a level on your first try, just because you never know where the enemy characters are going to go. It really doesn’t make you feel that you’ve achieved anything if your constantly dying on a level because its way to unpredictable and even if you do complete that level is that any incentive to continue, no! The puzzles themselves were interesting (though I’m not exactly sure how they are considered puzzlers, when your blasting enemies in the face with your handguns and grenades) but the real puzzles themselves, were no knowing how the game was going to react to every little thing (for example the items “What does that do? Oh, shoot I died!” or not knowing how the enemies were going to behave.). Overall, there was just cruel level design that made it hard to predict what items enemies did or moved, which made the game frustrating.

Madness Premeditation had an excellent concept and idea. I actually, do not believe, that I have seen this idea, so it’s pretty new to me and I love it! The idea of letting the user pick how they move and then pick how they shoot and then watching those two, kind of clips overall, to me, that was beautiful. It took a while to grasp the concept, but once I figured it out, I was more impressed than I had imagined the game to run, before I completed the first level. The only one thing that I didn’t like about the gameplay was that I had three seconds to make up my mind on what I had to do (movement wise) and that made the game very limited on how long the level could be, limited the ability on the unique ways on how to complete level, time restrictions, practically ruin any game, that isn’t a racer. Besides time restraints make the game seem to urge you through, or simply make the game more difficult for no exact reason. One of the best parts of Madness Premeditation and this may seem silly, is that the game allowed you to use the WASD or Arrow keys, I seen far too many shooters (even though this game is specified as a shooter by the developer) that only allow movement by the WASD keys and leaves out all of the arrow key default users (even though I am quite ambidextrous) which is a major flaw in any game, but instead Madness Premeditation allowed users, who are default arrow keys or the default WASD keys.

Madness: Premeditation

The visuals were beautiful, all the color blended so perfectly together and created a scene like no other. A scene of chaos, and confusing rocking the streets of a city. The city-disaster scene was perfectly portrayed and made me feel as though I was there. I really do love the simple, bold colors that the artist used, I hope to see more from him/her in the future, because it is truly amazing art!

The background music was amazing and set the assassin, city, action-packed tone for Madness Premeditation. The music reminds me of the games by Weasel, known for his ever-so-popular series “Thing-Thing” and the “Thing-Thing Arena” series, whereas it was also action-packed, heart-racing and worked well with the game. The sound effects were not a strong point for the game, whereas they were drowned out by the music. Either way all of the sounds fit perfectly with the game and set the mood for the game.

The difficulty ramp was executed perfectly and allowed the user to ease into the game as the amount or the difficulty of the enemies increased. For example level one started you off with one enemy and level two included three enemies. Each level progressively becoming more and more difficult and puzzling. One of the best things about a perfectly executed difficulty ramp is that you’re sure not to lose your users half way through, just because they can’t complete a level because it is too difficult, whereas in this case the difficulty ramp allowed you to ease into the game and become more advanced and more onto tougher levels, whereas you are more likely to continue.

There was some definite replay value, If I remember correctly I earned an achievement for blowing a robot up with a grenade, but I don’t see an achievement wall, where you can view your achievement (Hey, I could be going crazy about the whole achievement thing, I don’t know!) so, that seems to be a sort of flaw. If there is achievements and I’m not insane, then there is replay value, I don’t know how many achievements there is, but there is some replay value. Either way, there was definitely some replay value in the High-Scores table that allowed users to compete in some friendly competition for first place! EDIT: I confirmed that I am not insane (whoo! What a relief!) and that over on Newgrounds there is several medals to be earned, only accessible on Newgrounds.com, although the achievements can be earned on other sites that are hosting Madness: Premeditation. [Play Madness Premeditation on Newgrounds.]

All in all, Madness Premeditation had a terrific concept, but I felt it had been executed better. There were a couple of what I would call major problems with the gameplay, such as the unpredictability of levels and also enemies. The timer itself annoyed me deeply, so there were a couple of major problems, but like I said it could have been executed better. I liked the fact that you could use both arrow and WASD keys to move and control your character. The art was terrific and portrayed a run-down, possibly post-apocalyptic scene that worked perfectly with the idea and concept of the game and made yo feel as though you were there in the game. The music was amazing and set a action-packed, heart-racing mood for the game. The difficulty ramp worked perfectly and allowed the user to ease into the game and become more advanced. There was some definite replay value, because there were several achievement, but there was no actual way to view these achievement, therefore there was no sense of achievement. All in all, Madness Premeditation was an amazing game, but a little more work could be done to make it even better and I hope to see a couple updates in the future. [Play Madness Premeditation]

Game Description: Take a road trip with our demon friend and find if the Reincarny is back to his evil ways. |In this adventurous point n’ click your goal is to bring back the Reincarny that escaped from Hell, kill the Reincarny to bring him back.

]]>https://kongregatehelper.wordpress.com/2010/09/27/reincarnation-the-backfire-of-hell-official-walkthrough/feed/0SnipaharReincarnation: The Backfire Of Hell